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Solaris Vii, Pirates, Mixed Tech, And Salvage


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#1 Dredger

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Posted 29 July 2016 - 06:00 PM

Right now there seems to be a problem with a rather lackluster campaign or faction warfare mode, as well as some problems with immersion (loot crates???). This is a rather large, but doable fix to several of these issues.

First, change Quick Match entirely. It's next to impossible to coordinate a 12 man team of pugs, so stop trying. Take all that wonderful 12-man content and use it to beef up Faction Warfare with more varied mission types and the current maps.

Instead, change Quick Match to the Solaris VII mech circuit. Design a couple new (and smaller) arena maps based on The Factory, The Jungle, and The Colleseum and whatever other pit-fights you have been to. Combatants can vote for the arena and game type. Either Free for All, Team Attrition, Capture the Flag or King of the Hill. Matches would be restricted by weight class, just like the matches in MW4:Mercs. If players want mixed weight-class fights, they can join Faction Play and help flesh out the universe.

Now for Faction Play. First, remove the restrictions on mixed tech for Freelancers and Mercenaries. They still won't be able to use Clan tech on an IS mech, but they WILL be able to pilot a Clan mech while completing and IS contract and vice-versa. Faction pilots would still have to abide by tech restrictions appropriate to their faction.

Then add a fourth group to the universe. Pirates. This group of players can use mixed tech but cannot complete contracts OR Call-to-Arms. Pirates can mount Clan tech on an IS mech and vice-versa, but gain a massive penalty to tonnage (non-traditional tech penalty of 1.5x tons per part). So where do they fit in?

The Salvage round of a planet's conquest, of course! After the Invasion phase of Faction Warfare, the victorious team can participate in a salvage operation. This team will face off against the battlefield scavengers and opportunists looking to steal the loot. Pirates would have a lighter drop-deck, as they are hit-and-run raiders; not full-blown assault battalions.

Game mode would be similar to the current Scouting missions, where the defenders have to intercept and destroy the enemy attempting to make off with intel. In this case, however, the match would be longer with more players. Each team would attempt to collect a finite number of salvage points and return it to their collection point back at their base. The team that collects the most or destroys the other team wins.

Loot would come in the form of improved loot crates.

Damaged Salvage: common; contains mech components and weapons; free to open; 4 of 6 items awarded

Undamaged Salvage: uncommon; contains mech components, weapons, consumables, modules and sometimes an entire mech; costs C-bills to open; 3 of 6 items awarded

Pristine Salvage: rare; contains MC credits, premium time, GXP, mechbays, paint swatches, camo patterns, cockpit decorations and if the player is very lucky, a rare mech variant; must be opened with MC key; 2 of 6 items awarded

Every player on the winning team would get a Damaged Salvage, with the top 4 players receiving an Undamaged Salvage, and the top player receiving a Pristine Salvage.

Thoughts?

Edited by Dredger, 29 July 2016 - 07:03 PM.






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